- This article is about the ranger's animal companions. For the ranger skill type which affects your pet, see Pet (skill type). For the miniature creatures sometimes called "minipets", see Miniature.
Pets are the NPC allies that constitute the Ranger's special mechanic. Each pet belongs to a family that determines its primary attributes and its three auto-attacking pet skills; its species determines the fourth, user-controlled skill. For example, all felines use slash, bite, and maul, but only the jaguar uses stalk. There are three types of pet families: aquatic, terrestrial, or amphibious, which respectively appear underwater, on land, or both.
A ranger has limited control over the actions of their pet: they can set the aggressiveness of the pet, order it to attack a particular target (perhaps while they attack another target), stop attacking and run back to them, and activate the user-controlled pet skill. Otherwise the pet will attack its owner's target or whichever enemy is attacking its owner, and will automatically determine which of its 3 other skills to use in combat. If the ranger moves too far away, the pet will stop fighting and follow. If the ranger is in the downed state, they can use their pet to help in rallying them while absorbing part of the damage that may still be coming their way.
- 1 Acquisition, management, and customization
- 2 Pet attributes and skills
- 3 Pet interaction
- 4 Families and species
- 5 Locations
- 6 Related skills
- 7 Related traits
- 8 Character Quotes
- 9 Notes
- 10 Trivia
Acquisition, management, and customization
- See also: List of pet locations
A ranger can tame one of each type of pet, and can choose before entering combat which two pets they would like to use (two terrestrial pets and two aquatic pets, with only one pet active at any given time).
Any friendly animal (green nameplate) whose name begins with Juvenile can be tamed (charmed) by the ranger, unless it already belongs to another ranger, by approaching it and using Acht, the pet will follow the ranger. Nearly every area in the game, including cities, contain a number of juvenile pets to tame. Some pets, such as the Juvenile Black Widow Spider or Juvenile White Raven, are duplicates of similar pets in terms of functionality, but with a different appearance. They are special achievement rewards intended for players of Guild Wars 1, and cannot be obtained otherwise.or double-clicking it. After a short conversation, with a description written by the mysterious
Pets can be stowed using the button to the left of their portrait, and will automatically show up again when the ranger enters combat. Switching pets is done by clicking the button to the right of the pet's portrait. They cannot be turned off, though they can be set to 'Avoid Combat'.
The Pet Management panel can be accessed by clicking your current pet's portrait above your skill bar or by using a shortcut key, which defaults to. From here you can view the attributes and skills of the currently activated pet, rename it, and pre-select 4 pets you wish to use (the same way you assign skills to slots). The 2 upper slots are used for terrestrial pets and two lower ones for aquatic pets. Amphibious pets (drakes, for example) can be placed in any of the 4 slots.
You can rename the 4 currently slotted pets. To rename a pet, swap to it then click on the quill icon to the left of the pet's name. You have to be underwater to rename your aquatic pets and view their attributes and skills. Note that only the currently slotted pets can be renamed. Pets will keep their name even after being stowed from active slots.
Pet attributes and skills
Pets have a set of attributes very similar to characters. A pet's level is always the same as the ranger's. Their attributes and damage will scale with their level. In addition, a number of ranger traits can enhance pet damage, attributes and behavior.
Pets within the same family share a special feature such as the ability to knock down enemies, or do AoE damage, poison foes, buff allies, attack from range, attract aggro, etc... In addition all pets within the same family share the same attributes. Some pet families have high health, others high toughness or power or precision.
All pets have 4 skills based on their family and species. Each family shares three skills (the 3 rightmost skills in the pet panel) which are characteristic of that family and which the pet uses automatically during combat. In addition to these family-based skills, each pet has a unique user-activated skill, theskill.
The ranger's mechanic bar unlocks at level 5 and provides the ranger some control over the actions of their pet:
|Attack My Target — commands the pet to attack the current target.|
|Varies — activates the user-controlled skill of the pet.|
|Return to Me — calls your pet back to you.|
| Guard — commands pets to attack foes you are attacking or foes attacking you.|
Avoid Combat — commands pets to not attack.
| Stow — dismisses your pet, disabling all other commands. Automatically reactivates when in combat.|
Activate Pet — reactivate your pet to follow you.
The ranger and their pet fight as one. The profession is designed taking into account the damage and defense capabilities of both partners working together. A ranger with a dead pet will do less damage and will likely receive more damage due to the absence of their pet. Rangers and pets enter and exit combat mode together.
Depending on whether the pet is set on aggressive or passive, the pet will attack an enemy if it is attacked, its owner is attacked, or its owner attacks the enemy while aggressive, or only when specifically commanded to attack an enemy while passive.
Pets can "see" an enemy as soon as it appears, sometimes before a player can see it on screen due to drawing lag, and will attack the invisible enemy if it attacks the ranger or the pet if set on aggressive behavior. This can be very useful information as to revealing the position of the still hidden enemy.
Downed & defeated
Like all NPCs, pets go directly to the defeated state instead of being downed, and limps back to its owner. The pet cannot be healed in that state, except when under the effect of Signet of Renewal. Defeated pets cannot be revived like player characters; they are automatically revived after end of combat, after swapping pets, or by the Lick Wounds skill.
Certain environmental damage effects, such as traps, can sometimes send pets to a "dead" state where they will not limp back to the owner and can be revived.
The ranger can switch to their other pet at any time with, allowing for quick adaptation during fights. The base recharge time for switching pets during combat is 20 seconds and extends to 60 seconds if the original pet was defeated; thus it can be very beneficial to swap pets before they are defeated to avoid fighting without active pet. Swapping a pet counts as deactivating it.
Because different families of pets have different attributes and skills, it can be a good strategy to use different kinds of pets which together can fill a multitude of roles.
Aggro and tanking
Like all creatures and players, pets also gain aggro. The ranger has the choice of using pets with high vitality and toughness which ensures their pet can take and hold enemies' attention, or the ranger can take the tanking role themselves while using more damage-oriented pets, such as birds or spiders.
The ranger can also order their pet to attack a distant enemy with, then call their pet back with to lure the enemy to them.
Swapping of pets can also be used to manage aggro; swapping pets removes the previously aggroed pet from play, allowing either another tanking pet to take its place or switching it for a more damage-oriented pet while allowing the ranger to hold enemies' attention. Pet swapping can also be used to escape combat more easily; while a pet has the aggro of enemies, retreating from combat and swapping pets will recall the previously attacking pet while both the ranger and the freshly swapped pet can get out of combat.
A pet can also be "stowed" (or put away) by clicking on the down-arrow button in the pet bar while not in combat.
- Stowing can be used to avoid having the pet attract enemies. It is also useful in tight areas where a large pet can obscure players' vision.
- Pets automatically reappear after entering a new zone, when entering combat mode or switching between terrestrial and underwater skill bars.
- Stowing a pet counts as deactivating it.
Reviving the owner
A ranger's pet can help revive their master when they are downed:
- The ranger will rally if their pet kills a foe.
- While downed, the Lick Wounds skill will command the pet to revive its owner (and itself if necessary). Because reviving generates additional aggro, the ranger can more safely use the Bandage skill at the same time to revive faster.
Families and species
There are fifteen different families of pets, each containing one or more similar species. All pets within a family possess identical stats and skills, except for a user-controlled pet skill, which is unique to that species. Pets are further categorized by the type of environment they can be used in: terrestrial, aquatic, or amphibious. Except for felines (see table below), all members of a given family use the same environment.
Pets can be found in nearly every region and zone in the game. The list of pet locations also includes an abbreviated list for those wishing to charm each animal with the least amount of effort.
Weapon skills that affect pets
- Hilt Bash — pet's next attack does 50% more damage
- Hunter's Shot — pet gains swiftness
- Crippling Shot — pet's next three attacks inflict bleeding
- Precision Swipe — pet gains might
- Winter's Bite — pet's next attack inflicts weakness
Underwater weapon skills that affect pets
Healing skills that affect pets
Utility skills that affect pets
- "Protect Me!"
- "Search and Rescue!"
- "Sic 'Em!"
- Signet of Renewal
- Signet of Stone
- Signet of the Hunt
- Signet of the Wild
Elite skills that affect pets
Downed skills that affect pets
- Alpha Training — Pets have Opening Strike.
- Enlargement — Use Signet of the Wild when your health drops below the threshold.
- Clarion Bond — Cast Lesser Call of the Wild when you swap pets.
- Brutish Seals — Activating a Signet grants fury to nearby allies. Signets gain reduced recharge.
- Moment of Clarity — Gain an attack of opportunity for you and your pet on interrupting a foe. Daze and stun durations you inflict last longer.
- Predator's Onslaught — You and your pet deal increased damage to disabled or movement-impaired foes. Affected conditions are: Stun, Taunt, Daze, Cripple, Fear, Immobilize and Chilled.
- Companion's Defense — You and your pet gain protection when you dodge roll.
- Bark Skin — You and your pet take less damage while your health is above the threshold.
- Taste for Danger — Gain increased vitality. You and your pet gain expertise based on vitality.
- Refined Toxins — While you are above the health threshold, your strikes inflict poison. While your pet's health is above the health threshold, its strikes inflict poison.
- Shared Anguish — Incoming disables are transferred to your pet instead.
Disables include: Stun, Taunt, Daze, Knockback, Pull, Knockdown, Sink, Float, Fear, or Launch.
- Empathic Bond — Condition durations are split between you and your pet.
Conditions are not split while your pet is downed.
- Poison Master — After swapping pets, your pet's first attack will inflict poison; your poison damage is increased.
- Fortifying Bond — Any boon you get is shared with your pet.
- Lingering Magic — You and your pet gain increased concentration.
- Bountiful Hunter — You and your pet deal more damage per boon that is on you.
- Vigorous Training — Pets grant vigor to nearby allies when you swap pets.
- Invigorating Bond — Beast abilities heal allies around the caster.
- Pack Alpha — Your pet is more powerful, and their skills gain recharge reduction.
- Loud Whistle — While your health is above the threshold, your pet deals more damage. Your pet swap gains recharge reduction.
- Pet's Prowess — Pets move faster and deal more damage on critical hits.
- Go for the Eyes — Nearby foes are blinded by Beast abilities.
- Companion's Might — Your critical hits grant might to your pet. Critical strikes from your pet's basic attack cause bleeding.
- Wilting Strike — Beast abilities inflict weakness on those struck.
(This effect will only occur once on each target struck by an ability.)
- Natural Healing — Your pet recovers health each interval.
- Beastly Warden — Beast abilities taunt nearby foes.
- Zephyr's Speed — Cast Lesser Quickening Zephyr when you swap pets.
Your character may occasionally shout one of the following lines while interacting with their pet, depending on race and gender.
- When commanding to attack your target:
|Asura|| Sic 'em!
|Go get them!|
|Sylvari|| Go for the throat!
- When swapping pets:
|Asura|| I chose you!
| I chose|
|Charr|| I chose you!
| I chose you!|
|Human||I chose you!|| Next!|
I chose you!
|Norn|| Come here, old friend!
I chose you!
| I chose you!|
|Sylvari|| I chose you!
| Come here!|
I chose you!
- On pet downed:
I'm coming for you!
| My pet is down!|
I'll revive you.
Heal my pet!
|Charr|| Pet down!
My pet needs help!
I'll revive you!
| Pet down!|
My pet needs help!
I'll revive you!
|Human|| My pet needs help!
Don't worry! I'll revive you.
| Not my pet!|
I'll revive you soon.
|Norn|| Poor thing.
I'll save you.
| Poor thing.|
Not my pet!
|Sylvari|| My pet has suffered terrible wounds!
I'm here. I'll bring you back.
I cannot lose my pet!
My pet needs help!
| Not my pet, no!|
My pet is mortally wounded.
- On pet revival:
|Asura|| I'll admit. I did miss you.
Good to have you back!
Feeling better, are we?
|Back to the fight!|
|Charr|| Welcome back, friend.
Haha, were you just playing dead?
| Welcome back!|
Playing dead, eh?
Back to it!
|Human|| Were you just playing dead?
Welcome back, my friend.
| Oh, so you were just playing dead?|
Back to the fight, my friend.
|Norn|| Up, you!
I need you.
You're not done.
| There you are. All better.|
|Sylvari|| It's ok. Stay close.
You'll not die on my watch.
It's not time to die. Get up.
| Silly creature, I wont let you die.|
It's not yet time for eternal sleep, get up!
- The Ranger's boon duration does not affect boons applied by their pets.
- Changing zones will reset any traits or effects on a pet that reset on deactivation.
- Kills done by pet count towards different Weapon Master achievements, depending on the pet.
- Armor fish, bristlebacks, sharks and smokescales have skills and attributes unlike any other family of pets, making them the unique members of their ranger pet families.
- Pets can use asura gates that connect two places in the same map.